How to make Editworld use your custom tiles in a map: Author was RBL-4NiK8r.

-Create a new map with Editworld or use an existing map.
Assume the map is named 'MyMap.lnd' in directory '\Warzone2100\mapSaves'
-Go to directory '\Warzone2100\mapDataSets'
-If you intend to make a map that is mainly based on tiles of the Arizona scene you should copy 'WarzoneDataC1.eds' to 'MyMap.eds'
For a mainly urban map you should copy 'WarzoneDataC2.eds' to 'MyMap.eds'
For a mainly rocky mountains map you should copy 'WarzoneDataC3.eds' to 'MyMap.eds'
For a map that uses no tiles or a mix of tiles from the scenes, you can pick one at random.
Note: The information in these .eds-files is not critical. They contain only edge brush definitions and tile types.
The worst that can happen is that EditWorld s options 'paint with edges' and 'fill using edge brush' will paint the wrong tiles.
As far as tile types are concerned: you will need to change them in Editworld (explained below).
-Load 'MyMap.eds' into a text editor.
-Modify third line:
TILETEXTURES "TexPages\TertilesC1.pcx"
Into:
TILETEXTURES "TexPages\MyTiles.pcx"
In this example the pcx-file with the custom tiles is named 'MyTiles.pcx' in directory '\Warzone2100\TexPages')
You may choose either the software- or the hardware-version: this will have no effect on exported maps.

Note: IF YOU USE YOUR OWN DIRECTORY INSTEAD OF 'TexPages'

YOU MUST SPECIFY YOUR TILESET-DIRECTORY RELATIVE TO THE WARZONE DIRECTORY!

-Go to directory '\Warzone2100\mapSaves'
-Load 'MyMap.lnd' into a text editor.
-Modify first line:
Dataset WarzoneDataC1.eds
Into:
Dataset MyMap.eds
-Start Editworld
-Load 'MyMap.lnd' from directory '\Warzone2100\mapSaves'
Note: Editworld will now always show your custom tiles with map 'MyMap.lnd'.
All unmodified maps loaded in EditWorld will still show the default tiles.
-Select in EditWorld from menu 'Options' item 'Terrain Types'
The terrain type for each of your tiles will be shown in the box on the left screen.
-Modify the terrain types of your custom tiles: select one of the 12 terrain buttons
on the tools bar and then click on the appropriate tiles.
-Save map

Notes: The custom map will behave like a normal standard map in EditWorld with one exception:
EditWorld s options 'paint with edges' and 'fill using edge brush' may paint with unwanted tiles.
You can change this by modifying the BRUSHBEGIN-BRUSHEND block in 'MyMap.eds'.
Format not explored.

‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

// The features section. Used for Warzone scenarios to specify the feature stats file.
//
FEATURESBEGIN
STATSDIR "Stats" // Specifies the directory relative to the current working directory
// where the stats file can be found.
IMDDIR "Features" // Specifies the directory relative to the current working directory.
// where the IMD's can be found.
TEXTDIR "TexPages" // Specifies the directory relative to the current working directory
// where the textures for all IMD's can be found.
features.txt // Specifies the stats file which defines the features, this is the same
// file ( or a copy of it ) that gets loaded into the game.
FEATURESEND

// The structure section. Used for Warzone scenarios to specify the structure stats file.
//
STRUCTURESBEGIN
STATSDIR "Stats" // Specifies the directory relative to the current working directory
// where the stats file can be found.
IMDDIR "Structs" // Specifies the directory relative to the current working directory
// where the IMD's can be found.
TEXTDIR "TexPages" // Specifies the directory relative to the current working directory
// where the textures for all IMD's can be found.
structures.txt // Specifies the stats file which defines the structures, this is the same
// file ( or a copy of it ) that gets loaded into the game.
STRUCTURESEND

// The droid section. Used for Warzone scenarios to specify the droid stats file.
//
DROIDSBEGIN
STATSDIR "Stats" // Specifies the directory relative to the current working directory
// where the stats file can be found.
IMDDIR "Droids" // Specifies the directory relative to the current working directory
// where the IMD's can be found.
TEXTDIR "Texpages" // Specifies the directory relative to the current working directory
// where the textures for all IMD's can be found.
templates.txt // Specifies the stats file which defines droid templates, this is the same
// file ( or a copy of it ) that gets loaded into the game.
DROIDSEND

// The objects section. All the objects for a Necromancy scenario go in here.
//
OBJECTSBEGIN
STATSDIR "" // Specifies the directory relative to the current working directory
// where the stats file can be found ( Currently not used in this section ).
IMDDIR "Objects" // Specifies the directory relative to the current working directory
// where the IMD's and textures for the IMD's can be found.
TEXTDIR "" // Specifies the directory relative to the current working directory
// where the textures for all IMD's can be found.
OBJECTSEND

‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

I'm just going to add that the above information will allow you to use custom tiles within editworld but to get the new tileset to be used in warzone you also need to have a program called tmlink (tile map linker)

Black Sabbath wrote:I'm just going to add that the above information will allow you to use custom tiles within editworld but to get the new tileset to be used in warzone you also need to have a program called tmlink (tile map linker)